New idea? "Situation Simulators"
by Drew "poker face" S. · in Game Design and Creative Issues · 11/27/2004 (9:56 am) · 18 replies
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#2
11/27/2004 (1:49 pm)
Sounds all right.
#3
11/27/2004 (6:22 pm)
Is it fun though?
#4
If it weren't realistic at all (exactly the opposite of what you said), it would probably be more fun.
For instance, for idea 1, there could be multiple vehicles available: bulldozers, cranes, etc. And you can use them all to smash stuff. There are other AI vehicles. You can get out of your vehicle and bash the other vehicle drivers with a crowbar to take over their vehicles. Whoever smashes the most stuff in some specific amount of time wins.
That would be more fun, though somewhat disturbing.
11/28/2004 (7:25 pm)
It sounds interesting, but I'm not sure I'd really want to play it.If it weren't realistic at all (exactly the opposite of what you said), it would probably be more fun.
For instance, for idea 1, there could be multiple vehicles available: bulldozers, cranes, etc. And you can use them all to smash stuff. There are other AI vehicles. You can get out of your vehicle and bash the other vehicle drivers with a crowbar to take over their vehicles. Whoever smashes the most stuff in some specific amount of time wins.
That would be more fun, though somewhat disturbing.
#5
for example if you're actually weilding a set of pliers & wrenches
complete with accurate physics and such,
i think the physics of just basic manipulation of the tools
would be a lot more work than the higher-level puzzle stuff
that goes along with it.
true, you'd get some enjoyment out of improving
the steadiness of your hand, etc, but i think it's
worthwhile to always ask yourself if it's really fun.
11/30/2004 (12:44 pm)
Physics is tough to balance w/ gameplay.for example if you're actually weilding a set of pliers & wrenches
complete with accurate physics and such,
i think the physics of just basic manipulation of the tools
would be a lot more work than the higher-level puzzle stuff
that goes along with it.
true, you'd get some enjoyment out of improving
the steadiness of your hand, etc, but i think it's
worthwhile to always ask yourself if it's really fun.
#6
12/06/2004 (1:26 pm)
In regards to idea number one, why not make it into a sorta FPS-SimCity, where instead of simply placing terrain and the computer builds on it (ala simcity) you actaully have to go in and create the buildings and such. Of course you would have to make it less relalistic, because who wants to work all day, then have to work as a construction work at night!
#7
12/06/2004 (1:29 pm)
The bulldozer would be fun
#8
12/08/2004 (7:57 am)
I think they already started this with some ER type games.. where you operate on the patient... not very real time, but a little fun for about 10 minutes before it starts turning in to more of an educational nursing thing than anything else...
#9
-Ajari-
12/14/2004 (8:16 am)
I wonder how fun this would be if it was just a bunch of mini games with no connection to one another. I doubt it could hold many people's attention for very long. I think there needs to be purpose behind why you are in the different situations you are in. The best plot I can think of is a Quantum Leap style story where the player is jumped from one situation to another but theres something bigger going on in the background that must be revealed and he must face. If you run with this idea though try not to bite Quantum Leap too hard. I liked that show but it was kinda cheesey.:D Just because it shares the same basic element of QL doesn't mean it has to look, sound, and have the mood of QL.-Ajari-
#10
12/14/2004 (10:35 am)
How about a Princess Di crash simulator? ;)
#11
01/26/2007 (9:44 am)
I whould like to see a multiplayer soccer simulator where you only controll one player and depending on how good you are some coach might want you to play for there team instead. and the game both have training and matches. and all teams are in leagues where they can advance to better ones, plus it will be a lot of cups they can sign up for
#12
I remember a conversation with a friend of mine wherein he said: "Yes! just imagine fencing with the passes of mouse..."
Without a 3d-input device, here's how I think it might work.
CONTROLS
First of all, the game should be 3d, first person.
In 3d (actually in n-d) a line can be defined by just two points wherethrough it goes. Thus, we need only two points to specify the location and orientation of the rapier.
Mouse cursor (2d) can be treated the way it is in FPS: like a point on a sphere, which, together with the sphere's center, will specify a line. Depending on the cursor position, the line can assume all possible directions.
Now let's define the location and orientation of the rapier as such line, and the length thereof — by considering only a section of the line with the desired length.
Let's assume that the hand holding the rapier is in the center of the sphere mentioned.
So far we can only rotate the rapier in all directions but cannot:
1. Move it parallel (=change the position of the hand)
2. Move it along it's direction (make lunges)
I see two similar ways to implement the first type of motion.
1. When a certain (say right) mouse button pressed, the cursor will correspond to the angular location of the hand, the rapier's tip not moving.
2. The same as above, but the tip of the rapier moves along with the hand so that the weapon doesn't change its orientation and mover in parallel to itself..
As to the lunge, I propose to perform it by pressing the other (left in our case) mouse button.
So, what we have:
KEYBOARD
Keys A,S,W,D carry out the fencer's movements.
MOUSE:
When no buttons pressed -- controls the rapier's direction
Right button pressed -- controls the rapier's position
Left Button -- performs a lunge
PHYSICS
Dynamics
You can move your mouse very quickly and abruptly. But that in no way means a fencer can handle his rapier at velocities and accelerations however high. Rapiers should be simulated as having weight (and therefore inertia). Therefore, the cursor position (in all modes) should indicate only the desired location of the rapier's tip (mode 1) or its handle (= the fencer's hand -- mode 2) and the actual position, being limited to change according to the laws of dynamics, will lag behind the cursor to a certain degree.
Rigid body physics
Another physical aspect are collisions. When two rapiers moving at different speeds strike against each other rigid body physics should be used to calculate their motion after the collision. The result will depend on everything from the speed to the angle and position at which they collided.
GRAPHICS
Nothing special about graphics. Any 3d-engine should do.
AI
Writing AI should be quite challenging!
RESUME
With this system the player's level will depend not only on his mouse-using skill (like in many 3-d shooters where angular speed and acceleration are not limited) but also on some fencing-related aspects such as timing (due to limited acceleration and correct dynamics), providence (to predict the opponent's actions) and tactics (deceive be not deceived).
P.S.: Yeah, sorry for my English
01/26/2007 (11:26 am)
FENCING SIMULATOR WITH ADVANCVED PHYSICSI remember a conversation with a friend of mine wherein he said: "Yes! just imagine fencing with the passes of mouse..."
Without a 3d-input device, here's how I think it might work.
CONTROLS
First of all, the game should be 3d, first person.
In 3d (actually in n-d) a line can be defined by just two points wherethrough it goes. Thus, we need only two points to specify the location and orientation of the rapier.
Mouse cursor (2d) can be treated the way it is in FPS: like a point on a sphere, which, together with the sphere's center, will specify a line. Depending on the cursor position, the line can assume all possible directions.
Now let's define the location and orientation of the rapier as such line, and the length thereof — by considering only a section of the line with the desired length.
Let's assume that the hand holding the rapier is in the center of the sphere mentioned.
So far we can only rotate the rapier in all directions but cannot:
1. Move it parallel (=change the position of the hand)
2. Move it along it's direction (make lunges)
I see two similar ways to implement the first type of motion.
1. When a certain (say right) mouse button pressed, the cursor will correspond to the angular location of the hand, the rapier's tip not moving.
2. The same as above, but the tip of the rapier moves along with the hand so that the weapon doesn't change its orientation and mover in parallel to itself..
As to the lunge, I propose to perform it by pressing the other (left in our case) mouse button.
So, what we have:
KEYBOARD
Keys A,S,W,D carry out the fencer's movements.
MOUSE:
When no buttons pressed -- controls the rapier's direction
Right button pressed -- controls the rapier's position
Left Button -- performs a lunge
PHYSICS
Dynamics
You can move your mouse very quickly and abruptly. But that in no way means a fencer can handle his rapier at velocities and accelerations however high. Rapiers should be simulated as having weight (and therefore inertia). Therefore, the cursor position (in all modes) should indicate only the desired location of the rapier's tip (mode 1) or its handle (= the fencer's hand -- mode 2) and the actual position, being limited to change according to the laws of dynamics, will lag behind the cursor to a certain degree.
Rigid body physics
Another physical aspect are collisions. When two rapiers moving at different speeds strike against each other rigid body physics should be used to calculate their motion after the collision. The result will depend on everything from the speed to the angle and position at which they collided.
GRAPHICS
Nothing special about graphics. Any 3d-engine should do.
AI
Writing AI should be quite challenging!
RESUME
With this system the player's level will depend not only on his mouse-using skill (like in many 3-d shooters where angular speed and acceleration are not limited) but also on some fencing-related aspects such as timing (due to limited acceleration and correct dynamics), providence (to predict the opponent's actions) and tactics (deceive be not deceived).
P.S.: Yeah, sorry for my English
#13
01/26/2007 (1:51 pm)
@Anton, Wii game?
#14
01/26/2007 (3:13 pm)
Yeah.. definite wii game methinks...
#15
01/27/2007 (10:50 am)
What's a Wii game? Haven't heard it before...
#16
01/27/2007 (11:03 am)
The Nintendo Wii has a motion tracking system for its control. When golfing, you swing the controller and it tracks your swing. When playing tennis, it registers a backhand versus forward swings, etc. While Red Steel might seem to be the closest representation of a fencing game, I actually think that Trauma Center would be a more precise example of control in such a situation. Especially because fencing is so precise.
#17
Both Wii games?
Good physics?
You know, you can handle the controller much more quickly than you would swing a real weapon, having a considerable mass and momentum of inertia... Light weapons may be too stiff so thay'll bend during sharp swings (like those used in the modern fencing sport).
Do those games take that into account? And do they have a multiplayer mode?
Why not make a PC version, using keyboard and mouse -- the standard input devices -- for controls, so that everybody will be able to fence?
01/28/2007 (2:45 am)
David:"While Red Steel might seem to be the closest representation of a fencing game, I actually think that Trauma Center would be a more precise example of control in such a situation."Both Wii games?
Good physics?
You know, you can handle the controller much more quickly than you would swing a real weapon, having a considerable mass and momentum of inertia... Light weapons may be too stiff so thay'll bend during sharp swings (like those used in the modern fencing sport).
Do those games take that into account? And do they have a multiplayer mode?
Why not make a PC version, using keyboard and mouse -- the standard input devices -- for controls, so that everybody will be able to fence?
#18
The problem is that the swordplay feels more like Neanderthals clubbing each other than like a fencing match between highly skilled, agile swordsmen. Your attacks come out quite slowly, and while you can swing in a few different directions depending on how you move the Wii Remote, the number of moves at your disposal is limited--even after you unlock a few special moves and combos. It's particularly frustrating that stabbing attacks seem to be impossible, even though your enemies will use them against you and even though the Wii Remote is clearly capable of registering a linear, forward motion (as with the sniper scope zoom). The sword fights in Red Steel also take place in confined areas, so if you dodge out of the way too many times, suddenly both you and your opponent will calmly walk back to the center of the arena, which disrupts the flow of the fight.
01/29/2007 (6:11 am)
Doesn't sound good:The problem is that the swordplay feels more like Neanderthals clubbing each other than like a fencing match between highly skilled, agile swordsmen. Your attacks come out quite slowly, and while you can swing in a few different directions depending on how you move the Wii Remote, the number of moves at your disposal is limited--even after you unlock a few special moves and combos. It's particularly frustrating that stabbing attacks seem to be impossible, even though your enemies will use them against you and even though the Wii Remote is clearly capable of registering a linear, forward motion (as with the sniper scope zoom). The sword fights in Red Steel also take place in confined areas, so if you dodge out of the way too many times, suddenly both you and your opponent will calmly walk back to the center of the arena, which disrupts the flow of the fight.
William Finlayson
I guess whether it makes a good game or not really depends on the situation, horse jumping may well appeal to some people, bomb disposal could be fun as a game, maybe better if it was surrounded by more usual game elemnts like a story and some characters, and progression through levels of some sort. As for the wrecking ball thing, I think it might be fun for a little bit, but I couldn't see it having much appeal for me over any length of time. I guess some people might love it though. A lot of games are able to fudge some details in consideration of gameplay or for other reasons, but to make a proper realistic simulation would require a huge ammount of research, and probably a lot of time to get it right.